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Posted by Kotaku Jan 30 2012 03:30 GMT
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#portal Reader Adam is rightfully very proud of his new Portal-themed room, which doesn't just look like a part of the series' Aperture Science, it acts like it as well. More »

Posted by Rock, Paper, Shotgun Jan 27 2012 14:26 GMT
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You, there! Does your t-shirt say ‘I Love Portal, Especially Mods’? And is that a giant foam handheld Portal device? Say, aren’t you the chap who runs pleasemakemoreportalsmodes.com? Didn’t you name your twin sons ‘Blue’ and ‘Orange’? Is that a map to Erik Wolpaw’s house in your back pocket? Nope? I was wrong on all counts. Well this is horribly awkward. You’ve never even heard of Portal, and you’re now calling the police. Fine: I’ll just have to find someone else to talk to about this marvellous Portal mod I’ve been playing. The mod is Rexaura, and it’s more Portal in the best possible way.(more…)


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Posted by Kotaku Jan 13 2012 09:30 GMT
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#portal Creating orange and blue teleportation...hole...things like those found in Valve's Portal series sounds awesome, but remember: in the real world, everything awesome is ultimately corrupted by assholes. More »

Posted by Kotaku Dec 21 2011 05:00 GMT
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#portal Portal isn't just about science. It can also be about art, depending on how you look at it. And that's exactly how Nathan Altice looked at it in this piece on Valve's first-person puzzlers, drawing parallels between Portal and the work of artist Gordon Matta-Clark. More »

Posted by Kotaku Dec 14 2011 15:40 GMT
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#portal In Manhattan's Greenwich Village neighborhood sits Alamo, a giant cube sculpture by Tony Rosenthal which dates back to 1967. The artwork, a.ka. the Cube, lives not far from New York University, The New School, and few other landmarks. It's been in music videos by Cypress Hill and other groups and has been the subject of a few pranks, including one that turned it into a giant Rubik's Cube. More »

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Posted by Kotaku Dec 02 2011 17:20 GMT
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#defensegrid What happens when one of the world's best tower defense games meets one of gaming's most beloved power-mad robotic villains? Fans line up to pay $4.99 or 400 Microsoft points for the Defense Grid: You Monster expansion, that's what. More »

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Posted by Kotaku Nov 30 2011 01:40 GMT
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#portal This video has been out there for a month or so, but I've never seen it and I bet a few of you haven't either. More »

Posted by Kotaku Nov 10 2011 12:00 GMT
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#art Dead End Thrills, a great site for your downtime/wallpaper needs, is a bit of a favourite of mine. And for good reason. More »

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Posted by Kotaku Nov 09 2011 07:00 GMT
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#portal2 If your Christmas gift guide needs an entry in the "stuff that sounds stupid at first but then you quickly realise it's amazing" section, ThinkGeek's talking Cave Johnson portrait should do the trick. More »

Posted by Kotaku Nov 01 2011 23:30 GMT
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#comics Don't you go forgetting that Valve Presents: The Sacrifice And Other Steam-Powered Stories goes on sale later this month. More »

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Posted by Kotaku Oct 31 2011 08:00 GMT
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#portal Roomie is, according to his YouTube page, "a Swedish guy who makes music videos." He releases a new one every Tuesday. More »

Posted by Kotaku Oct 27 2011 10:30 GMT
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#portal Reader G.W. Smith points us towards this adorable little Portal headpiece, which can help the ladies (or long-haired gentlemen!) look like the villainous GlaDOS is sticking out of their scalp. More »

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Posted by Kotaku Oct 27 2011 01:30 GMT
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#pbs For a relaxing time, sit back and watch this terrific PBS short documentary on the artistic merits of video games. The video runs only about 7 minutes, and features NYU's Eric Zimmerman, game designer and researcher Jesper Juul, Kotaku contributor and secret nerdcore superstar Leigh Alexander, and Babycastles curator and designer Syed Salahuddin. More »

Posted by Kotaku Oct 21 2011 12:00 GMT
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#portal In December, there'll be a soft, cuddly Portal turret available to buy. Those who like their Portal companions a little squarer (but just as cuddly), you get yours a month earlier. More »

Posted by Giant Bomb Oct 17 2011 21:00 GMT
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I sometimes question what, exactly, it is we want from game developers. We claim to cherish originality, to herald new IPs and design concepts as if we wished them to be the sole focus of our development community. And yet, when we look at the sales, we look at the games that frequently dominate the conversation from year to year, it's always the sequels, reboots, and other things bearing the unmistakable stamp of "That Thing You Already Like" that seem to float straight to the top. It takes a rare, powerful brand of creative new IP to actually impress the gaming audience beyond the scope of the usual indie kids and auteurs-in-training.

Meet Professor Quadwrangle. He's a bit of an eccentric.

Portal was one such game. Designed by Kim Swift (and her cohorts at Valve), Portal broke free of the chains often imposed upon new properties, thanks in no small part to Valve's clever marketing (including the title as part of the popular Orange Box package certainly helped), wonderfully addictive puzzle designs, and a charmingly bleak sci-fi story line that helped propel it into the stratosphere of video game culture. Perhaps unsurprisingly, given the audience's aforementioned love of familiarity, Portal 2, at last check, had sold in the neighborhood of three million copies.

Swift didn't work on Portal 2. She was involved in a variety of different projects at Valve, but eventually opted to leave the company in late 2009 for a new job at Airtight Games. The fruits of that new position wouldn't be known until just before PAX earlier this year. This new game, Quantum Conundrum, features a protagonist trapped in a topsy-turvy world of science gone amok, forced to use dimension-shifting technology to manipulate the environment, physics, and a lot of square objects, with only the occasional help of a pet A.I. to aid them in their quest through this bizarre, potentially lethal scientific labyrinth.

Sound familiar?

It apparently did to a lot of commenters. On the debut trailers, promo videos, and news stories pertaining to the game's announcement, actual discussion of the game's merits seemed choked out by the thick, noxious fumes of direct, irritated Portal comparisons. Which isn't to say that those comparisons aren't without merit--in some respects, the two games do have direct similarities--but the negative tone with which many of those comments came across was vaguely baffling. Here is a game that, in some respects, closely resembles one of the best puzzle/adventure games of all time. One designed by the woman who designed that very game, no less. What, exactly, are people flipping out about?

IT'S SO FLUFFY

One gets the impression that Swift would just as soon not give any credence to anyone who would complain about such a thing. I noted during a recent preview session with her that it seemed she had a particular fancy for things like "mad-science-based puzzles, room-based puzzles, helpful robots, and square things," and her response was what one might call defensively affirmative. "Yes! They're fun. Why would I not want to make more fun?" She also pointed out that lots of puzzle games have square things. Fair enough.

In short, Swift has her thing. She has things she likes, and those things translate into her games. Seems fair, right?

It might be easier to criticize Quantum Conundrum for its derivations were it not so damn neat-looking. Though the story elements still aren't being shown (the demo we saw was an older one, and the game doesn't hit until early next year), we know of the premise involving you, a 12-year-old boy who finds himself trapped in the crazy, kooky home of his professorial uncle, Fitzgerald Quadwrangle. Quadwrangle has gone missing somewhere in this absurd laboratory/home, and it's up to you to find him. Unfortunately, obstacles lie in your way, ones that can only be traversed with the aid of a dimension-shifting glove, which allows you to do a variety of odd things, like turn everything in the room "fluffy," shift gravity up and down, and slow down time to a Michael Bay-ian crawl.

Unsurprisingly, you will find yourself combining these various abilities (including an as-yet-unrevealed fourth ability) in concert to find your way through this bizarre house. Your primary object of movement (though there are others) tends to be a giant, blocky safe, often barfed out by the house's helpful A.I. DOLLY (whose bulbous head closely resembles a cross between the Tin Man and an Ugly Doll). Sometimes they have to be placed on switches, launched across a room, used to break apart walls/windows, or all of the above. Hence the dimensional shifting. If the safe needs to be lifted, use the fluffy dimension. If it needs to break something, launch via fluffy, then switch back to normal. If it needs to go upside-down, use reverse-gravity. Need to use a safe as a platform, go to fluffy, launch, then normal, and to slow-motion.

Much as Portal was about finding ways to using your two portals (and sometimes those ill-fated companion cubes) to get you from point A to point B, Quantum Conundrum is about figuring out which combinations of dimensional shifts to put together to solve a particular room's weirdness. Over the course of the game's six-hour-or-so campaign, the trickiness of said puzzles will ramp up accordingly, culminating in some truly crazy brain-twisters (but probably not an antagonistic battle with DOLLY).

DOLLY's a bit derpy, but she just wants to help.

If you were one of those people who found Portal a bit too scratchy for your particular noodle, you might find Quantum Conundrum's hint system particularly useful. Swift was quick to clarify that this dynamic system, which looks at where you are in a room and feeds in information courtesy of your Uncle Quadwrangle over a loudspeaker, does not give away the answer, but rather suggests a place to look or an area to move toward to perhaps point you in the right direction.

"I'm the writer, and I watch playtests," she said, "And I know why people are getting stuck. Like in one area, we often find people fundamentally have trouble realizing to look up. You have to throw every tool at them to get them to look up, flashing lights, sound, everything. So I have a timeout area where if they've been in this area for a long time and they haven't done this one thing, then I can assume they are stuck here for this reason. All of our hints are custom-tailored per map, based on watching players playtest." That Valve mentality of "playtest, playtest, playtest" seems to have stuck with Swift, along with a few other things.

Whatever comparisons you may feel apt to make regarding Quantum Conundrum, do so with the understanding that we are in an industry built almost exclusively on rip-offs and pantomime. Think of the sheer volume of also-ran platformer heroes, military shooters, sci-fi strategy games, and gritty, dark action games we've been firehosed with over the last few decades. If Kim Swift wants to make a game that looks like a Kim Swift game, and that game looks as much fun to play as Quantum Conundrum, I say godspeed to her and her journey, and sign me up when the game releases on Xbox Live Arcade, the PlayStation Network, and Steam in 2012. I can always use a few more hours of whimsical puzzle-solving in my life.


Posted by Rock, Paper, Shotgun Oct 17 2011 09:37 GMT
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As science has proven, everything is better with portals. And that, it seems, includes Mega Man. Which we can totally justify posting a Dorkly video of below, because it’s got portals in it, and they’re from PC. OKAY?

(more…)


Posted by Kotaku Oct 13 2011 03:30 GMT
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http://www.youtube.com/watch?feature=player_embedded&v=P-1yVrfYDJU#! At the end of August, we brought you Mari0, which showed everyone how our favorite plumber would navigate the standard World 1-1 with aid of Portal gun. It was pretty friggin' easy. More »

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Posted by Kotaku Oct 07 2011 14:20 GMT
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#portal Once Apple introduced the Siri AI personal assistant, it was only a matter of time until someone mashed up the introductory video so that it was GLaDOS living inside of Cupertino's new smartphone. More »

Posted by Kotaku Oct 01 2011 17:00 GMT
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#portal Switzerland's public broadcasting company this week released that advertisement below—"The Phony Wars"—to tout the service's new iOS and Android apps. And, Swiss to the last, they declare their neutrality between those two platforms. More »

Posted by Rock, Paper, Shotgun Sep 30 2011 18:53 GMT
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Free DLC – my favourite kind of DLC. Yessir, I do enjoy not having to spend money, because then I can save it, store it up and build things from it, like a bed or a hat or a bookcase or a winerack. Portal 2′s first major chunk of DLC, now known to be know as Peer Review, will be resolutely no-pennies, and is due for release on October 4. But what will it contain? Stuff.(more…)


Posted by Joystiq Sep 25 2011 15:30 GMT
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It's pretty rare for us to post about tech demos here on Joystiq, since they're not actually games and everything, but ThePodunkian's "screenshot" concept is so enthralling and mind-blowing that we had no choice but to share it with the class.

Posted by Rock, Paper, Shotgun Sep 20 2011 08:38 GMT
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Indie dev Arthur ‘Mr. Pondukian’ Lee was so wrapped up in mashing together Portal and Snapshot for this physics- and time-warping tech demo that he forgot to even give it a name! Silly boy. That’s breaking one of the golden rules of self-promotion. In every other respect, Lee is very clearly not silly: this is a flat-out astonishing proof of concept. What if… instead of simply opening a doorway to another area, entering a portal you created also rewound time to the point where you created its exit, which was itself done by taking a screenshot of your desired destination point/time? Ack, my clumsy words plum don’t sum this up at all satisfactorily. I’m going to have to ask you to watch this video. It’s worth it, trust me.(more…)


Posted by IGN Sep 16 2011 20:13 GMT
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As part of Valve's educational initiative, Portal is currently a free download on Steam...

Posted by Joystiq Sep 16 2011 15:45 GMT
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Good day, test subjects. Valve is currently offering its first physics-fracturing puzzler, Portal, for free until September 20. Valve was apparently inspired by the way educators are using Portal to teach mathematics, and is giving the game away to engage more students in the sciences ... and cake.

So, if for some reason you've missed out on one of the most praised games of this generation, here's your chance to pick it up on PC or Mac for free (you monsters).

[Thanks, Rahul.]

Posted by Rock, Paper, Shotgun Sep 16 2011 09:00 GMT
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Goodness, that happened with absolutely no fanfare. The original Portal, if you somehow don’t already own it, can now be installed and played entirely for free via Steam. I’ve just checked it on a spare Steam account myself, and it works just dandy. This is true of both the PC and the Mac version, by the way. If you’re determined to pay money for it, you can still cough up for The Orange Box or the Portal 1+2 package, but just Portal itself now defiantly costs no-pennies. Grab it from here.

(Big thanks to all who mailed about this)


Posted by Giant Bomb Aug 25 2011 17:55 GMT
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We knew that original Portal lead and new creative head at Airtight Games, Kim Swift, would be debuting her latest project at PAX Prime. However, those who won't be in attendance at the show can have themselves a little sneak peak at her latest first-person puzzler, Quantum Conundrum, courtesy of GameSpot.

The new title certainly seems to draw a bit of influence from Swift's Portal days, albeit with a new, original art style and an all-new tool: a glove that allows you to shift into multiple different dimensions to solve puzzles contained in each level. The game puts you in the role of a youngster sent off to spend some time with their crazy inventor uncle, Professor Fitz Quadwrangle. Unsurprisingly, your visit is interrupted by something going terribly wrong, and you're forced to navigate his labyrinthine mansion using the glove and its dimension-shifting capabilities.

GameSpot's preview showcases about seven minutes of video as well, narrated by none other than Swift herself. She shows off a couple of different puzzles, as well as the first dimensional shift you receive, a fluffy, pink dimension that makes all objects in the area 10 times lighter. The preview also mentions other dimensions, such as a slow-motion dimension that cuts back the pace of time, and a reverse gravity dimension, which, naturally, reverses gravity. There will be four different dimensions in all, and as the levels progress in difficulty, you'll have to use various combinations of them in increasingly harried fashion to succeed.

While the game's basic similarities to Portal are pretty obvious from the video (which I've gone to the trouble of embedding for you below), the multitude of mechanics and Swift's general talent for creating challenging, if not overly labyrinthine puzzles can't help but inspire a bit of excitement for this latest title. Square-Enix will be publishing it for PC, Xbox Live Arcade, and the PlayStation Network sometime in early 2012. With any luck, one of our dudes will be able to check it out on the PAX show floor and report back accordingly. And now that I've said that out loud, they pretty much don't have a choice but to do so, since I've now raised all of your expectations. You're welcome, everyone.


Posted by Rock, Paper, Shotgun Aug 25 2011 17:35 GMT
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When one of the original designers of Portal reveals a new game, it’s time to pay attention. Kim Swift, now of Airtight Games, has been chatting to Gamestop about her new project, Quantum Conundrum. Even the title should tell you that science remains high on the agenda. The game has you searching for your mad scientist uncle whose home, a gigantic mansion, has been converted into a series of perplexing science experiments. I don’t think there will be any neurotoxins this time around, though I have been wrong before when it comes to neurotoxins. It didn’t end well. Launch trailer and video with commentary by Kim below.

(more…)


Posted by Rock, Paper, Shotgun Aug 24 2011 06:26 GMT
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It’s a pretty fantastic short film. You can watch it below. The film was apparently directed by Dan Trachtenberg, and stars Danielle Rayne. It was first shown at SDCC earlier this summer.(more…)